#include "shared.effect" #include "lut.effect" //------------------------------------------------------------------------------ // Uniforms //------------------------------------------------------------------------------ uniform int4 lut_params_0; //------------------------------------------------------------------------------ // Functionality //------------------------------------------------------------------------------ float4 PSProduceLUT(VertexData vtx) : TARGET { return generate_lut2(vtx.uv, lut_params_0); }; technique Draw { pass { vertex_shader = DefaultVertexShader(vtx); pixel_shader = PSProduceLUT(vtx); }; };